Exemplo n.º 1
0
        protected mesh CreatePalletMesh(PalletProperties palletProperties)
        {
            // build pallet object
            Pallet pallet = new Pallet(palletProperties);
            // build list of boxes
            List<Box> listBoxes = pallet.BuildListOfBoxes();
            // build list of vertices / normals / UVs
            ulong vertexCount = 0, normalCount = 0, uvCount = 0, triangleCount = 0, boxCount = 0;
            string triangle_string = string.Empty;

            List<double> doubleArrayPosition = new List<double>(), doubleArrayNormal = new List<double>(), doubleArrayUV = new List<double>();

            foreach (Box box in listBoxes)
            {
                foreach (Vector3D p in box.Points)
                {
                    doubleArrayPosition.Add(p.X); doubleArrayPosition.Add(p.Y); doubleArrayPosition.Add(p.Z);
                    ++vertexCount;
                }
                foreach (Vector3D n in box.Normals)
                {
                    doubleArrayNormal.Add(n.X); doubleArrayNormal.Add(n.Y); doubleArrayNormal.Add(n.Z);
                    ++normalCount;
                }
                foreach (Vector2D uv in box.UVs)
                {
                    doubleArrayUV.Add(uv.X); doubleArrayUV.Add(uv.Y);
                    ++uvCount;
                }
                foreach (TriangleIndices tr in box.Triangles)
                {
                    triangle_string += tr.ConvertToString(boxCount);
                    ++triangleCount;
                }
                ++boxCount;
            }
            mesh palletMesh = new mesh();

            // position source
            source palletPositionSource = new source() { id = "pallet_position", name = "pallet_position" };
            float_array farrayPosition = new float_array { id = "pallet_position_float_array", count = (ulong)doubleArrayPosition.Count, Values = doubleArrayPosition.ToArray() };
            palletPositionSource.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = vertexCount,
                    source = "#pallet_position_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            palletPositionSource.Item = farrayPosition;

            // normal source
            source palletPositionNormal = new source() { id = "pallet_normal", name = "pallet_normal" };
            float_array farrayNormal = new float_array { id = "pallet_normal_float_array", count = (ulong)doubleArrayNormal.Count, Values = doubleArrayNormal.ToArray() };
            palletPositionNormal.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = normalCount,
                    source = "#pallet_normal_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            palletPositionNormal.Item = farrayNormal;

            // uv source
            source palletPositionUV = new source() { id = "pallet_UV", name = "pallet_UV" };
            float_array farrayUV = new float_array { id = "pallet_UV_float_array", count = (ulong)doubleArrayUV.Count, Values = doubleArrayUV.ToArray() };
            palletPositionUV.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 2,
                    count = vertexCount,
                    source = "#pallet_UV_float_array",
                    param = new param[] { new param() { name = "S", type = "float" }, new param() { name = "T", type = "float" } }
                }
            };
            palletPositionUV.Item = farrayUV;
            // insert sources
            palletMesh.source = new source[] { palletPositionSource, palletPositionNormal, palletPositionUV };

            // vertices
            InputLocal verticesInput = new InputLocal() { semantic = "POSITION", source = "#pallet_position" };
            palletMesh.vertices = new vertices() { id = "pallet_vertex", input = new InputLocal[] { verticesInput } };

            triangles trianglesPallet = new triangles() { material = "materialPallet", count = triangleCount };
            trianglesPallet.input = new InputLocalOffset[]
                                    {
                                        new InputLocalOffset() { semantic="VERTEX", source="#pallet_vertex", offset=0}
                                        , new InputLocalOffset() { semantic="NORMAL", source="#pallet_normal", offset=1}
                                        , new InputLocalOffset() { semantic="TEXCOORD", source="#pallet_UV", offset=2, set=0, setSpecified=true }
                                    };

            trianglesPallet.p = triangle_string;
            palletMesh.Items = new object[] { trianglesPallet };

            return palletMesh;
        }
Exemplo n.º 2
0
        public static void AddSkinnedModelWithAnimations(ref Skin SkinChunk, ref SkeletonCTTR SkeletonChunk, ref Shader[] ShaderChunks)//, ref Animation[] AnimChunks)
        {
            List <uint> IndexList = new List <uint>();

            cachedGeoms.geometry = new geometry[SkinChunk.NumPrimGroups];
            for (int primgroups = 0; primgroups < SkinChunk.NumPrimGroups; primgroups++)
            {
                cachedGeoms.geometry[primgroups]      = new geometry();
                cachedGeoms.geometry[primgroups].id   = "geometry" + primgroups;
                cachedGeoms.geometry[primgroups].name = "geometry" + primgroups;
                mesh newMesh = new Collada141.mesh();

                newMesh.vertices                   = new vertices();
                newMesh.vertices.id                = "geometry" + primgroups + "-vertices";
                newMesh.vertices.name              = "geometry" + primgroups + "-vertices";
                newMesh.vertices.input             = new InputLocal[1];
                newMesh.vertices.input[0]          = new InputLocal();
                newMesh.vertices.input[0].semantic = "POSITION";
                newMesh.vertices.input[0].source   = "#geometry" + primgroups + "-positions";
                //newMesh.vertices.input[1] = new InputLocal();
                //newMesh.vertices.input[1].semantic = "TEXCOORD";
                //newMesh.vertices.input[1].source = "#geometry" + primgroups + "-texcoords";
                //newMesh.vertices.input[2].semantic = "COLOR";
                //newMesh.vertices.input[2].source = "#geometry0-colors";

                newMesh.source = new source[3];

                newMesh.source[0]    = new source();
                newMesh.source[0].id = "geometry" + primgroups + "-positions";
                float_array geom_positions = new float_array();
                geom_positions.id = "geometry" + primgroups + "-positions-array";
                PositionList posList = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <PositionList>()[0];
                geom_positions.count  = (ulong)posList.Positions.Length * 3;
                geom_positions.Values = new double[geom_positions.count];
                for (ulong i = 0; i < geom_positions.count / 3; i++)
                {
                    if (i % 3 == 0)
                    {
                        geom_positions.Values[i] = posList.Positions[i / 3].X;
                    }
                    else if (i % 3 == 1)
                    {
                        geom_positions.Values[i] = posList.Positions[i / 3].Y;
                    }
                    else
                    {
                        geom_positions.Values[i] = posList.Positions[i / 3].Z;
                    }
                }

                newMesh.source[0].Item                             = geom_positions;
                newMesh.source[0].technique_common                 = new sourceTechnique_common();
                newMesh.source[0].technique_common.accessor        = new accessor();
                newMesh.source[0].technique_common.accessor.source = "#" + geom_positions.id;
                newMesh.source[0].technique_common.accessor.count  = geom_positions.count / 3;
                newMesh.source[0].technique_common.accessor.stride = 3;
                newMesh.source[0].technique_common.accessor.param  = new param[3] {
                    new param(), new param(), new param(),
                };
                newMesh.source[0].technique_common.accessor.param[0].name = "X";
                newMesh.source[0].technique_common.accessor.param[0].type = "float";
                newMesh.source[0].technique_common.accessor.param[1].name = "Y";
                newMesh.source[0].technique_common.accessor.param[1].type = "float";
                newMesh.source[0].technique_common.accessor.param[2].name = "Z";
                newMesh.source[0].technique_common.accessor.param[2].type = "float";

                newMesh.source[1]    = new source();
                newMesh.source[1].id = "geometry" + primgroups + "-mesh-normals";
                float_array geom_normals = new float_array();
                geom_normals.id = "geometry" + primgroups + "-mesh-map-array";
                NormalList normals = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <NormalList>()[0];
                geom_normals.count  = (ulong)normals.Normals.Length * 3;
                geom_normals.Values = new double[geom_normals.count];
                for (ulong i = 0; i < geom_normals.count; i++)
                {
                    if (i % 3 == 0)
                    {
                        geom_normals.Values[i] = normals.Normals[i / 3].X;
                    }
                    else if (i % 3 == 1)
                    {
                        geom_normals.Values[i] = normals.Normals[i / 3].Y;
                    }
                    else
                    {
                        geom_normals.Values[i] = normals.Normals[i / 3].Z;
                    }
                }

                newMesh.source[1].Item                             = geom_normals;
                newMesh.source[1].technique_common                 = new sourceTechnique_common();
                newMesh.source[1].technique_common.accessor        = new accessor();
                newMesh.source[1].technique_common.accessor.source = "#" + geom_normals.id;
                newMesh.source[1].technique_common.accessor.count  = geom_positions.count / 3;
                newMesh.source[1].technique_common.accessor.stride = 3;
                newMesh.source[1].technique_common.accessor.param  = new param[3] {
                    new param(), new param(), new param(),
                };
                newMesh.source[1].technique_common.accessor.param[0].name = "X";
                newMesh.source[1].technique_common.accessor.param[0].type = "float";
                newMesh.source[1].technique_common.accessor.param[1].name = "Y";
                newMesh.source[1].technique_common.accessor.param[1].type = "float";
                newMesh.source[1].technique_common.accessor.param[2].name = "Z";
                newMesh.source[1].technique_common.accessor.param[2].type = "float";

                newMesh.source[2]    = new source();
                newMesh.source[2].id = "geometry" + primgroups + "-mesh-map-0";
                float_array geom_texcoords = new float_array();
                geom_texcoords.id = "geometry" + primgroups + "-mesh-map-array";
                UVList UV = SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <UVList>()[0];
                geom_texcoords.count  = (ulong)UV.UVs.Length * 2;
                geom_texcoords.Values = new double[geom_texcoords.count];
                for (ulong i = 0; i < geom_texcoords.count; i++)
                {
                    ulong pos = i / 2;
                    geom_texcoords.Values[i] = UV.UVs[pos].X;
                    i++;
                    geom_texcoords.Values[i] = UV.UVs[pos].Y;
                }

                newMesh.source[2].Item                             = geom_texcoords;
                newMesh.source[2].technique_common                 = new sourceTechnique_common();
                newMesh.source[2].technique_common.accessor        = new accessor();
                newMesh.source[2].technique_common.accessor.source = "#" + geom_texcoords.id;
                newMesh.source[2].technique_common.accessor.count  = geom_texcoords.count / 2;
                newMesh.source[2].technique_common.accessor.stride = 2;
                newMesh.source[2].technique_common.accessor.param  = new param[2] {
                    new param(), new param(),
                };
                newMesh.source[2].technique_common.accessor.param[0].name = "S";
                newMesh.source[2].technique_common.accessor.param[0].type = "float";
                newMesh.source[2].technique_common.accessor.param[1].name = "T";
                newMesh.source[2].technique_common.accessor.param[1].type = "float";

                /*
                 * newMesh.source[3].id = "geometry" + primgroups + "-colors-Col";
                 * float_array geom_colors = new float_array();
                 * geom_colors.id = "geometry" + primgroups + "-colors-Col-array";
                 * ColourList colors = SkinChunk.GetChildren<PrimitiveGroupCTTR>()[primgroups].GetChildren<ColourList>()[0];
                 * geom_colors.count = (ulong)colors.Colours.Length * 3;
                 * geom_colors.Values = new double[geom_colors.count];
                 * for (ulong i = 0; i < geom_colors.count / 3; i++)
                 * {
                 *  if (i % 3 == 0)
                 *  {
                 *      geom_colors.Values[i] = colors.Colours[i];
                 *  }
                 *  else if (i % 3 == 1)
                 *  {
                 *      geom_colors.Values[i] = colors.Colours[i / 3];
                 *  }
                 *  else
                 *  {
                 *      geom_colors.Values[i] = colors.Colours[i / 3];
                 *  }
                 * }
                 *
                 * newMesh.source[3].Item = geom_colors;
                 * newMesh.source[3].technique_common = new sourceTechnique_common();
                 * newMesh.source[3].technique_common.accessor = new accessor();
                 * newMesh.source[3].technique_common.accessor.source = geom_colors.id;
                 * newMesh.source[3].technique_common.accessor.count = geom_colors.count / 3;
                 * newMesh.source[3].technique_common.accessor.stride = 3;
                 * newMesh.source[3].technique_common.accessor.param = new param[3];
                 * newMesh.source[3].technique_common.accessor.param[0].name = "R";
                 * newMesh.source[3].technique_common.accessor.param[0].type = "float";
                 * newMesh.source[3].technique_common.accessor.param[1].name = "G";
                 * newMesh.source[3].technique_common.accessor.param[1].type = "float";
                 * newMesh.source[3].technique_common.accessor.param[2].name = "B";
                 * newMesh.source[3].technique_common.accessor.param[2].type = "float";
                 */

                polylist meshTriangles = new polylist();
                meshTriangles.material          = "";
                meshTriangles.count             = (ulong)SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length / 4;
                meshTriangles.input             = new InputLocalOffset[3];
                meshTriangles.input[0]          = new InputLocalOffset();
                meshTriangles.input[0].semantic = "VERTEX";
                meshTriangles.input[0].source   = "#" + newMesh.vertices.id;
                meshTriangles.input[0].offset   = 0;
                meshTriangles.input[1]          = new InputLocalOffset();
                meshTriangles.input[1].semantic = "NORMAL";
                meshTriangles.input[1].source   = "#" + "geometry" + primgroups + "-mesh-normals";
                meshTriangles.input[1].offset   = 1;
                meshTriangles.input[2]          = new InputLocalOffset();
                meshTriangles.input[2].semantic = "TEXCOORD";
                meshTriangles.input[2].source   = "#" + "geometry" + primgroups + "-mesh-map-0";
                meshTriangles.input[2].offset   = 2;
                meshTriangles.input[2].set      = 0;
                string packed_primitives = "";
                for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length; i++)
                {
                    packed_primitives += SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices[i];
                    packed_primitives += " ";
                }
                string packed_vcount = "";
                for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length / 3; i++)
                {
                    packed_vcount += "3 ";
                }
                meshTriangles.vcount = packed_vcount;

                meshTriangles.p = packed_primitives;

                newMesh.Items    = new object[1];
                newMesh.Items[0] = meshTriangles;

                cachedGeoms.geometry[primgroups].Item = newMesh;

                for (int i = 0; i < SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices.Length; i++)
                {
                    IndexList.Add(SkinChunk.GetChildren <PrimitiveGroupCTTR>()[primgroups].GetChildren <IndexList>()[0].Indices[i]);
                }
            }

            cachedMats.material = new material[ShaderChunks.Length];
            List <string> shader_tex = new List <string>();

            for (int mat = 0; mat < ShaderChunks.Length; mat++)
            {
                cachedMats.material[mat]                     = new material();
                cachedMats.material[mat].id                  = "mat" + ShaderChunks[mat].Name;
                cachedMats.material[mat].name                = ShaderChunks[mat].Name;
                cachedMats.material[mat].instance_effect     = new instance_effect();
                cachedMats.material[mat].instance_effect.url = "#" + ShaderChunks[mat].Name; //effect name
                if (ShaderChunks[mat].GetChildren <ShaderTextureParam>().Length > 0)
                {
                    if (!shader_tex.Contains(ShaderChunks[mat].GetChildren <ShaderTextureParam>()[0].Value))
                    {
                        shader_tex.Add(ShaderChunks[mat].GetChildren <ShaderTextureParam>()[0].Value);
                    }
                }
            }

            cachedImages.image = new image[shader_tex.Count];
            for (int i = 0; i < cachedImages.image.Length; i++)
            {
                cachedImages.image[i]    = new image();
                cachedImages.image[i].id = "image" + shader_tex[i];
                //fx_surface_init_from_common init_from = new fx_surface_init_from_common();
                //init_from.Value = shader_tex[i];
                //cachedImages.image[i].Item = init_from;
            }

            cachedEffects.effect = new effect[ShaderChunks.Length];
            for (int mat = 0; mat < ShaderChunks.Length; mat++)
            {
                cachedEffects.effect[mat]                                        = new effect();
                cachedEffects.effect[mat].id                                     = ShaderChunks[mat].Name;
                cachedEffects.effect[mat].name                                   = ShaderChunks[mat].Name;
                cachedEffects.effect[mat].newparam                               = new fx_newparam_common[2];
                cachedEffects.effect[mat].newparam[0]                            = new fx_newparam_common();
                cachedEffects.effect[mat].newparam[0].sid                        = "Image-surface";
                cachedEffects.effect[mat].newparam[0].surface                    = new fx_surface_common();
                cachedEffects.effect[mat].newparam[0].surface.type               = fx_surface_type_enum.Item2D;
                cachedEffects.effect[mat].newparam[0].surface.init_from          = new fx_surface_init_from_common[1];
                cachedEffects.effect[mat].newparam[0].surface.init_from[0]       = new fx_surface_init_from_common();
                cachedEffects.effect[mat].newparam[0].surface.init_from[0].Value = ShaderChunks[mat].Name;
                cachedEffects.effect[mat].newparam[0].surface.format             = "A8R8G8B8";

                cachedEffects.effect[mat].newparam[1]                     = new fx_newparam_common();
                cachedEffects.effect[mat].newparam[1].sid                 = "Image-sampler";
                cachedEffects.effect[mat].newparam[1].sampler2D           = new fx_sampler2D_common();
                cachedEffects.effect[mat].newparam[1].sampler2D.source    = "Image-surface";
                cachedEffects.effect[mat].newparam[1].sampler2D.wrap_s    = fx_sampler_wrap_common.CLAMP;
                cachedEffects.effect[mat].newparam[1].sampler2D.wrap_t    = fx_sampler_wrap_common.CLAMP;
                cachedEffects.effect[mat].newparam[1].sampler2D.minfilter = fx_sampler_filter_common.NEAREST;
                cachedEffects.effect[mat].newparam[1].sampler2D.magfilter = fx_sampler_filter_common.NEAREST;
                cachedEffects.effect[mat].newparam[1].sampler2D.mipfilter = fx_sampler_filter_common.NEAREST;

                cachedEffects.effect[mat].Items                  = new effectFx_profile_abstractProfile_COMMON[1];
                cachedEffects.effect[mat].Items[0]               = new effectFx_profile_abstractProfile_COMMON();
                cachedEffects.effect[mat].Items[0].technique     = new effectFx_profile_abstractProfile_COMMONTechnique();
                cachedEffects.effect[mat].Items[0].technique.sid = "common";
                effectFx_profile_abstractProfile_COMMONTechniquePhong common_phong = new effectFx_profile_abstractProfile_COMMONTechniquePhong();
                common_color_or_texture_typeTexture textureType = new common_color_or_texture_typeTexture();
                textureType.texture           = "Image-sampler";
                textureType.texcoord          = "tc";
                common_phong.diffuse          = new common_color_or_texture_type();
                common_phong.diffuse.Item     = textureType;
                common_phong.transparent      = new common_transparent_type();
                common_phong.transparent.Item = textureType;

                cachedEffects.effect[mat].Items[0].technique.Item = common_phong;
            }

            cachedControllers.controller = new controller[SkinChunk.NumPrimGroups];

            for (int a = 0; a < SkinChunk.NumPrimGroups; a++)
            {
                cachedControllers.controller[a]      = new controller();
                cachedControllers.controller[a].id   = SkinChunk.Name + a;
                cachedControllers.controller[a].name = SkinChunk.Name + a;

                skin ControllerSkin = new skin();

                ControllerSkin.source1 = "#geometry" + a;
                ControllerSkin.source  = new source[3];

                ControllerSkin.source[0]    = new source();
                ControllerSkin.source[0].id = "controller" + a + "-joints";
                Name_array Joints_Names = new Name_array();
                Joints_Names.id     = "controller" + a + "-joints-array";
                Joints_Names.count  = (ulong)SkeletonChunk.GetChildren <SkeletonJointCTTR>().Length;
                Joints_Names.Values = new string[Joints_Names.count];
                for (ulong i = 0; i < Joints_Names.count; i++)
                {
                    Joints_Names.Values[i] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].Name;
                }

                ControllerSkin.source[0].Item                             = Joints_Names;
                ControllerSkin.source[0].technique_common                 = new sourceTechnique_common();
                ControllerSkin.source[0].technique_common.accessor        = new accessor();
                ControllerSkin.source[0].technique_common.accessor.source = "#" + Joints_Names.id;
                ControllerSkin.source[0].technique_common.accessor.count  = Joints_Names.count;
                ControllerSkin.source[0].technique_common.accessor.param  = new param[1] {
                    new param()
                };
                ControllerSkin.source[0].technique_common.accessor.param[0].name = "JOINT";
                ControllerSkin.source[0].technique_common.accessor.param[0].type = "Name";

                ControllerSkin.source[1]    = new source();
                ControllerSkin.source[1].id = "controller" + a + "-bind_poses";
                float_array Bind_Poses = new float_array();
                Bind_Poses.id     = "controller" + a + "-bind_poses-array";
                Bind_Poses.count  = (ulong)SkeletonChunk.GetChildren <SkeletonJointCTTR>().Length * 16;
                Bind_Poses.Values = new double[Bind_Poses.count];
                int bind_pose_pos = 0;
                for (ulong i = 0; i < Joints_Names.count; i++)
                {
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M11;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M12;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M13;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M14;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M21;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M22;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M23;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M24;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M31;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M32;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M33;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M34;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M41;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M42;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M43;
                    bind_pose_pos++;
                    Bind_Poses.Values[bind_pose_pos] = SkeletonChunk.GetChildren <SkeletonJointCTTR>()[i].RestPose.M44;
                    bind_pose_pos++;
                }

                ControllerSkin.source[1].Item                             = Bind_Poses;
                ControllerSkin.source[1].technique_common                 = new sourceTechnique_common();
                ControllerSkin.source[1].technique_common.accessor        = new accessor();
                ControllerSkin.source[1].technique_common.accessor.source = "#" + Bind_Poses.id;
                ControllerSkin.source[1].technique_common.accessor.count  = Bind_Poses.count;
                ControllerSkin.source[1].technique_common.accessor.param  = new param[1] {
                    new param()
                };
                ControllerSkin.source[1].technique_common.accessor.param[0].name = "TRANSFORM";
                ControllerSkin.source[1].technique_common.accessor.param[0].type = "float4x4";

                ControllerSkin.source[2]    = new source();
                ControllerSkin.source[2].id = "controller" + a + "-weights";
                float_array Weights_Array = new float_array();
                Weights_Array.id     = "controller" + a + "-weights-array";
                Weights_Array.count  = Joints_Names.count;
                Weights_Array.Values = new double[Joints_Names.count];
                for (int i = 0; i < Weights_Array.Values.Length; i++)
                {
                    Weights_Array.Values[i] = 1;
                }

                ControllerSkin.source[2].Item                             = Weights_Array;
                ControllerSkin.source[2].technique_common                 = new sourceTechnique_common();
                ControllerSkin.source[2].technique_common.accessor        = new accessor();
                ControllerSkin.source[2].technique_common.accessor.source = "#" + Weights_Array.id;
                ControllerSkin.source[2].technique_common.accessor.count  = Weights_Array.count;
                ControllerSkin.source[2].technique_common.accessor.param  = new param[1] {
                    new param()
                };
                ControllerSkin.source[2].technique_common.accessor.param[0].name = "WEIGHT";
                ControllerSkin.source[2].technique_common.accessor.param[0].type = "float";

                ControllerSkin.joints       = new skinJoints();
                ControllerSkin.joints.input = new InputLocal[2] {
                    new InputLocal(), new InputLocal()
                };
                ControllerSkin.joints.input[0].semantic = "JOINT";
                ControllerSkin.joints.input[0].source   = "#" + ControllerSkin.source[0].id;
                ControllerSkin.joints.input[1].semantic = "INV_BIND_MATRIX";
                ControllerSkin.joints.input[1].source   = "#" + ControllerSkin.source[1].id;

                ControllerSkin.vertex_weights       = new skinVertex_weights();
                ControllerSkin.vertex_weights.count = (ulong)IndexList.Count;
                ControllerSkin.vertex_weights.input = new InputLocalOffset[2] {
                    new InputLocalOffset(), new InputLocalOffset()
                };
                ControllerSkin.vertex_weights.input[0].semantic = "JOINT";
                ControllerSkin.vertex_weights.input[0].source   = "#" + ControllerSkin.source[0].id;
                ControllerSkin.vertex_weights.input[0].offset   = 0;
                ControllerSkin.vertex_weights.input[1].semantic = "WEIGHT";
                ControllerSkin.vertex_weights.input[1].source   = "#" + ControllerSkin.source[2].id;
                ControllerSkin.vertex_weights.input[1].offset   = 1;
                string vertex_vcount = "";
                for (int i = 0; i < IndexList.Count; i++)
                {
                    vertex_vcount += "1 ";
                }
                ControllerSkin.vertex_weights.vcount = vertex_vcount;

                string index_list_str = "";
                for (int i = 0; i < IndexList.Count; i++)
                {
                    index_list_str += IndexList[i] + " ";
                }

                ControllerSkin.vertex_weights.v = index_list_str;

                cachedControllers.controller[a].Item = ControllerSkin;
            }

            cachedVscenes.visual_scene = new visual_scene[1] {
                new visual_scene()
            };
            cachedVscenes.visual_scene[0].id      = "Scene0";
            cachedVscenes.visual_scene[0].name    = "Scene0";
            cachedVscenes.visual_scene[0].node    = new node[SkinChunk.NumPrimGroups + 1];
            cachedVscenes.visual_scene[0].node[0] = new node();
            //cachedVscenes.visual_scene[0].node[0].Items = new object[1];
            //cachedVscenes.visual_scene[0].node[0].Items[0] = new matrix();

            for (int i = 0; i < SkeletonChunk.Children.Count; i++)
            {
                SkeletonJointCTTR joint = (SkeletonJointCTTR)SkeletonChunk.Children[i];
                if (joint.SkeletonParent == 0)
                {
                    //cachedVscenes.visual_scene[0].node[0].node1 = new node[10];
                }
            }

            cachedVscenes.visual_scene[0].node[0].id   = SkeletonChunk.Name;
            cachedVscenes.visual_scene[0].node[0].type = NodeType.JOINT;

            //todo: joints node tree
            // SkeletonParent - 0 means root, the rest is chunk child index
            // SkeletonJointCTTR.BindPose matrix as transform matrix?

            for (int i = 1; i < SkinChunk.NumPrimGroups + 1; i++)
            {
                cachedVscenes.visual_scene[0].node[i] = new node();

                cachedVscenes.visual_scene[0].node[i].id   = "node" + i;
                cachedVscenes.visual_scene[0].node[i].name = "polygon" + i;
                cachedVscenes.visual_scene[0].node[i].type = NodeType.NODE;
                cachedVscenes.visual_scene[0].node[i].instance_controller = new instance_controller[1] {
                    new instance_controller()
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].url      = "#" + cachedControllers.controller[i - 1].id;
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].skeleton = new string[1] {
                    "#" + cachedVscenes.visual_scene[0].node[0].id
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material = new bind_material();
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common = new instance_material[1] {
                    new instance_material()
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].symbol            = "#" + cachedMats.material[0].id;
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].target            = "#" + cachedMats.material[0].id;
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input = new instance_materialBind_vertex_input[1] {
                    new instance_materialBind_vertex_input()
                };
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input[0].semantic       = "tc";
                cachedVscenes.visual_scene[0].node[i].instance_controller[0].bind_material.technique_common[0].bind_vertex_input[0].input_semantic = "TEXCOORD";
            }



            //not working:
            // - vertex weights error out
            // - mesh comes out wrong

            //animclips
            //anims
        }
Exemplo n.º 3
0
        protected mesh CreateCaseMesh(BoxProperties caseProperties)
        {
            // build box
            Box box = new Box(0, caseProperties);
            // build list of vertices / normals / UVs
            ulong vertexCount = 0, normalCount = 0, uvCount = 0;
            List<double> doubleArrayPosition = new List<double>(), doubleArrayNormal = new List<double>(), doubleArrayUV = new List<double>();
            foreach (Vector3D p in box.PointsSmallOffset)
            {
                doubleArrayPosition.Add(p.X); doubleArrayPosition.Add(p.Y); doubleArrayPosition.Add(p.Z);
                ++vertexCount;
            }
            foreach (Vector3D n in box.Normals)
            {
                doubleArrayNormal.Add(n.X); doubleArrayNormal.Add(n.Y); doubleArrayNormal.Add(n.Z);
                ++normalCount;
            }
            foreach (Vector2D uv in box.UVs)
            {
                doubleArrayUV.Add(uv.X); doubleArrayUV.Add(uv.Y);
                ++uvCount;
            }

            mesh caseMesh = new mesh();

            // position source
            source casePositionSource = new source() { id = "case_position", name = "case_position" };
            float_array farrayPosition = new float_array { id = "case_position_float_array", count = (ulong)doubleArrayPosition.Count, Values = doubleArrayPosition.ToArray() };
            casePositionSource.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = vertexCount,
                    source = "#case_position_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            casePositionSource.Item = farrayPosition;

            // normal source
            source casePositionNormal = new source() { id = "case_normal", name = "case_normal" };
            float_array farrayNormal = new float_array { id = "case_normal_float_array", count = (ulong)doubleArrayNormal.Count, Values = doubleArrayNormal.ToArray() };
            casePositionNormal.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 3,
                    count = normalCount,
                    source = "#case_normal_float_array",
                    param = new param[] { new param() { name = "X", type = "float" }, new param() { name = "Y", type = "float" }, new param() { name = "Z", type = "float" } }
                }
            };
            casePositionNormal.Item = farrayNormal;

            // uv source
            source casePositionUV = new source() { id = "case_UV", name = "pallet_UV" };
            float_array farrayUV = new float_array { id = "case_UV_float_array", count = (ulong)doubleArrayUV.Count, Values = doubleArrayUV.ToArray() };
            casePositionUV.technique_common = new sourceTechnique_common()
            {
                accessor = new accessor()
                {
                    stride = 2,
                    count = vertexCount,
                    source = "#case_UV_float_array",
                    param = new param[] { new param() { name = "S", type = "float" }, new param() { name = "T", type = "float" } }
                }
            };
            casePositionUV.Item = farrayUV;
            // insert sources
            caseMesh.source = new source[] { casePositionSource, casePositionNormal, casePositionUV };

            // vertices
            InputLocal verticesInput = new InputLocal() { semantic = "POSITION", source = "#case_position" };
            caseMesh.vertices = new vertices() { id = "case_vertex", input = new InputLocal[] { verticesInput } };

            List<object> trianglesList = new List<object>();

            // build list of triangles
            foreach (HalfAxis.HAxis axis in HalfAxis.All)
            {
                triangles trianglesCase = new triangles() { material = string.Format("materialCase{0}", (uint)axis), count = 2 };
                trianglesCase.input = new InputLocalOffset[]
                                    {
                                        new InputLocalOffset() { semantic="VERTEX", source="#case_vertex", offset=0}
                                        , new InputLocalOffset() { semantic="NORMAL", source="#case_normal", offset=1}
                                        , new InputLocalOffset() { semantic="TEXCOORD", source="#case_UV", offset=2, set=0, setSpecified=true }
                                    };
                string triangle_string = string.Empty;
                foreach (TriangleIndices tr in box.TrianglesByFace(axis))
                    triangle_string += tr.ConvertToString(0);
                trianglesCase.p = triangle_string;
                trianglesList.Add(trianglesCase);
            }
            // build list of lines
            lines linesCase = new lines()
            {
                material = "materialCaseLines",
                count = 12,
                input = new InputLocalOffset[]
                {
                    new InputLocalOffset() { semantic="VERTEX", source="#case_vertex", offset=0}
                },
                p = "0 1 1 2 2 3 3 0 4 5 5 6 6 7 7 4 0 4 1 5 2 6 3 7"
            };
            trianglesList.Add(linesCase);

            caseMesh.Items = trianglesList.ToArray();
            return caseMesh;
        }
Exemplo n.º 4
0
        protected mesh CreateComplexCaseMesh(BoxProperties caseProperties)
        {
            // build box
            Box box = new Box(0, caseProperties);
            // build list of vertex
            double ct = 5.0;
            Vector3D[] vertices = new Vector3D[16];
            // 1st layer
            vertices[0] = new Vector3D(ct, ct, 0.0);
            vertices[1] = new Vector3D(box.Length - ct, ct, 0.0);
            vertices[2] = new Vector3D(box.Length - ct, box.Width - ct, 0.0);
            vertices[3] = new Vector3D(ct, box.Width - ct, 0.0);
            // 2nd layer (8)
            vertices[4] = new Vector3D(0.0, 0.0, ct);
            vertices[5] = new Vector3D(box.Length, 0.0, ct);
            vertices[6] = new Vector3D(box.Length, box.Width, ct);
            vertices[7] = new Vector3D(0.0, box.Width, ct);
            // 3rd later (8)
            vertices[8] = new Vector3D(0.0, 0.0, box.Height - ct);
            vertices[9] = new Vector3D(box.Length, 0.0, box.Height - ct);
            vertices[10] = new Vector3D(box.Length, box.Width, box.Height - ct);
            vertices[11] = new Vector3D(0.0, box.Width, box.Height - ct);
            // 4th layer
            vertices[12] = new Vector3D(ct, ct, box.Height);
            vertices[13] = new Vector3D(box.Length - ct, ct, box.Height);
            vertices[14] = new Vector3D(box.Length - ct, box.Width - ct, box.Height);
            vertices[15] = new Vector3D(ct, box.Width - ct, box.Height);

            // build list of loops
            Loop[] loops = new Loop[14];

            mesh caseMesh = new mesh();
            return caseMesh;
        }
Exemplo n.º 5
0
        public static geometry MeshToGeometry(CPUMesh inputMesh, string id)
        {
            geometry outputGeometry = new geometry();
            mesh     outputMesh     = new mesh();

            outputGeometry.id   = id + "-lib";
            outputGeometry.name = inputMesh.name + "-mesh";
            outputGeometry.Item = outputMesh;


            //vertex Positions
            List <source> sourceList    = new List <source>();
            var           inputVertices = inputMesh.vertices;

            if (inputVertices.Length == 0)
            {
                return(null);
            }
            sourceList.Add(ArrayToSource(inputMesh.vertices, id + "-POSITION"));

            vertices vertexList = new vertices();

            vertexList.id                = id + "-VERTEX";
            vertexList.input             = new InputLocal[1];
            vertexList.input[0]          = new InputLocal();
            vertexList.input[0].semantic = "POSITION";
            vertexList.input[0].source   = "#" + sourceList[0].id;
            outputMesh.vertices          = vertexList;

            List <InputLocalOffset> offsetList = new List <InputLocalOffset>();

            {
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "VERTEX";
                offset.offset   = 0;
                offset.source   = "#" + vertexList.id;
                offsetList.Add(offset);
            }

            var inputNormals = inputMesh.normals;

            if (inputNormals.Length > 0)
            {
                var array = ArrayToSource(inputNormals, id + "-Normal0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "NORMAL";
                offset.offset   = (ulong)sourceList.Count;
                offset.source   = "#" + array.id;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputUV1s = inputMesh.uv;

            if (inputUV1s.Length > 0)
            {
                var array = ArrayToSource(inputUV1s, id + "-UV0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic     = "TEXCOORD";
                offset.offset       = (ulong)sourceList.Count;
                offset.source       = "#" + array.id;
                offset.set          = 0;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputUV2s = inputMesh.uv2;

            if (inputUV2s.Length > 0)
            {
                var array = ArrayToSource(inputUV2s, id + "-UV1");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic     = "TEXCOORD";
                offset.offset       = (ulong)sourceList.Count;
                offset.source       = "#" + array.id;
                offset.set          = 1;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputColors = inputMesh.colors;

            if (inputColors.Length > 0)
            {
                var array = ArrayToSource(inputColors, id + "-VERTEX_COLOR0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic     = "COLOR";
                offset.offset       = (ulong)sourceList.Count;
                offset.source       = "#" + array.id;
                offset.set          = 0;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }

            outputMesh.source = sourceList.ToArray();


            triangles triangleList = new triangles();

            triangleList.input = offsetList.ToArray();

            var inputTriangles = inputMesh.triangles;

            triangleList.count = (ulong)inputTriangles.Length / 3;

            if (triangleList.count == 0)
            {
                return(null);
            }

            StringBuilder pString = new StringBuilder();

            for (int i = 0; i < inputTriangles.Length; i++)
            {
                for (int j = 0; j < triangleList.input.Length; j++)
                {
                    pString.Append(inputTriangles[i]).Append(" ");
                }
                if (i % 3 == 2)
                {
                    pString.AppendLine();
                }
                else
                {
                    pString.Append("   ");
                }
            }

            triangleList.p = pString.ToString();

            outputMesh.Items    = new object[1];
            outputMesh.Items[0] = triangleList;

            return(outputGeometry);
        }
Exemplo n.º 6
0
        public static geometry MeshToGeometry(Mesh inputMesh)
        {
            string meshName = "Mesh-" + inputMesh.GetInstanceID();

            geometry outputGeometry = new geometry();
            mesh outputMesh = new mesh();

            outputGeometry.id = meshName + "-lib";
            outputGeometry.name = inputMesh.name + "-mesh";
            outputGeometry.Item = outputMesh;


            //vertex Positions
            List<source> sourceList = new List<source>();
            var inputVertices = inputMesh.vertices;
            if (inputVertices.Length == 0)
                return null;
            sourceList.Add(ArrayToSource(inputMesh.vertices, meshName + "-POSITION"));

            vertices vertexList = new vertices();
            vertexList.id = meshName + "-VERTEX";
            vertexList.input = new InputLocal[1];
            vertexList.input[0] = new InputLocal();
            vertexList.input[0].semantic = "POSITION";
            vertexList.input[0].source = "#" + sourceList[0].id;
            outputMesh.vertices = vertexList;

            List<InputLocalOffset> offsetList = new List<InputLocalOffset>();

            {
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "VERTEX";
                offset.offset = 0;
                offset.source = "#" + vertexList.id;
                offsetList.Add(offset);
            }

            var inputNormals = inputMesh.normals;
            if(inputNormals.Length > 0)
            {
                var array = ArrayToSource(inputNormals, meshName + "-Normal0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "NORMAL";
                offset.offset = (ulong)sourceList.Count;
                offset.source = "#" + array.id;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputUV1s = inputMesh.uv;
            if (inputUV1s.Length > 0)
            {
                var array = ArrayToSource(inputUV1s, meshName + "-UV0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "TEXCOORD";
                offset.offset = (ulong)sourceList.Count;
                offset.source = "#" + array.id;
                offset.set = 0;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputUV2s = inputMesh.uv2;
            if (inputUV2s.Length > 0)
            {
                var array = ArrayToSource(inputUV2s, meshName + "-UV1");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "TEXCOORD";
                offset.offset = (ulong)sourceList.Count;
                offset.source = "#" + array.id;
                offset.set = 1;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }
            var inputColors = inputMesh.colors;
            if (inputColors.Length > 0)
            {
                var array = ArrayToSource(inputColors, meshName + "-VERTEX_COLOR0");
                InputLocalOffset offset = new InputLocalOffset();
                offset.semantic = "COLOR";
                offset.offset = (ulong)sourceList.Count;
                offset.source = "#" + array.id;
                offset.set = 0;
                offset.setSpecified = true;
                sourceList.Add(array);
                offsetList.Add(offset);
            }

            outputMesh.source = sourceList.ToArray();


            triangles triangleList = new triangles();
            triangleList.input = offsetList.ToArray();

            var inputTriangles = inputMesh.triangles;

            triangleList.count = (ulong)inputTriangles.Length / 3;

            if (triangleList.count == 0)
                return null;

            StringBuilder pString = new StringBuilder();

            for(int i = 0; i < inputTriangles.Length; i++)
            {
                for(int j = 0; j < triangleList.input.Length; j++)
                {
                    pString.Append(inputTriangles[i]).Append(" ");
                }
                if (i % 3 == 2)
                    pString.AppendLine();
                else
                    pString.Append("   ");
            }

            triangleList.p = pString.ToString();

            outputMesh.Items = new object[1];
            outputMesh.Items[0] = triangleList;

            return outputGeometry;
        }
Exemplo n.º 7
0
        static ExportModel ProcessModel(ModelFile mdl, ResourceManager resources)
        {
            mdl.Path = mdl.Path.Replace(' ', '_');
            var ex = new ExportModel();

            for (int midx = 0; midx < mdl.Levels.Length; midx++)
            {
                var lvl       = mdl.Levels[midx];
                var processed = ProcessRef(lvl, resources);
                var geo       = new CL.geometry();
                geo.name = geo.id = mdl.Path + "-level" + midx;
                var mesh = new CL.mesh();
                geo.Item = mesh;
                CL.source positions;
                CL.source normals = null;
                CL.source colors  = null;
                CL.source tex1    = null;
                CL.source tex2    = null;
                int       idxC    = 1;
                positions = CreateSource(
                    geo.name + "-positions",
                    (k) => new Vector4(processed.Vertices[k].Position, 0),
                    3, processed.Vertices.Length);
                mesh.vertices = new CL.vertices()
                {
                    id    = geo.name + "-vertices",
                    input = new CL.InputLocal[] { new CL.InputLocal()
                                                  {
                                                      semantic = "POSITION", source = "#" + positions.id
                                                  } }
                };
                var sources = new List <CL.source>()
                {
                    positions
                };
                if ((processed.FVF & D3DFVF.NORMAL) == D3DFVF.NORMAL)
                {
                    normals = CreateSource(
                        geo.name + "-normals",
                        (k) => new Vector4(processed.Vertices[k].Normal, 0),
                        3, processed.Vertices.Length);
                    sources.Add(normals);
                    idxC++;
                }
                if ((processed.FVF & D3DFVF.DIFFUSE) == D3DFVF.DIFFUSE)
                {
                    colors = CreateSource(
                        geo.name + "-color",
                        (k) =>
                    {
                        var c = Color4.FromRgba(processed.Vertices[k].Diffuse);
                        return(new Vector4(c.R, c.G, c.B, c.A));
                    }, 4, processed.Vertices.Length);
                    sources.Add(colors);
                    idxC++;
                }
                bool doTex1, doTex2 = false;
                if ((processed.FVF & D3DFVF.TEX2) == D3DFVF.TEX2)
                {
                    doTex1 = doTex2 = true;
                }
                else if ((processed.FVF & D3DFVF.TEX1) == D3DFVF.TEX1)
                {
                    doTex1 = true;
                }
                else
                {
                    doTex1 = doTex2 = false;
                }
                if (doTex1)
                {
                    tex1 = CreateSource(
                        geo.name + "-tex1",
                        (k) => new Vector4(processed.Vertices[k].TextureCoordinate, 0, 0),
                        2, processed.Vertices.Length);
                    sources.Add(tex1);
                    idxC++;
                }
                if (doTex2)
                {
                    tex2 = CreateSource(
                        geo.name + "-tex2",
                        (k) => new Vector4(processed.Vertices[k].TextureCoordinateTwo, 0, 0),
                        2, processed.Vertices.Length);
                    sources.Add(tex2);
                    idxC++;
                }
                mesh.source = sources.ToArray();
                var items = new List <object>();
                foreach (var dc in processed.Drawcalls)
                {
                    if (!ex.Materials.Any((x) => x.Name == dc.Material.Name))
                    {
                        ex.Materials.Add(dc.Material);
                    }
                    var trs = new CL.triangles();
                    trs.count    = (ulong)(dc.Indices.Length / 3);
                    trs.material = dc.Material.Name + "-material";
                    List <int> pRefs = new List <int>(dc.Indices.Length * idxC);
                    List <CL.InputLocalOffset> inputs = new List <CL.InputLocalOffset>()
                    {
                        new CL.InputLocalOffset()
                        {
                            semantic = "VERTEX", source = "#" + geo.id + "-vertices", offset = 0
                        }
                    };
                    ulong off = 1;
                    if (normals != null)
                    {
                        inputs.Add(new CL.InputLocalOffset()
                        {
                            semantic = "NORMAL",
                            source   = "#" + normals.id,
                            offset   = off++
                        });
                    }
                    if (colors != null)
                    {
                        inputs.Add(new CL.InputLocalOffset()
                        {
                            semantic = "COLOR",
                            source   = "#" + colors.id,
                            offset   = off++
                        });
                    }
                    if (tex1 != null)
                    {
                        inputs.Add(new CL.InputLocalOffset()
                        {
                            semantic = "TEXCOORD",
                            source   = "#" + tex1.id,
                            offset   = off++
                        });
                    }
                    if (tex2 != null)
                    {
                        inputs.Add(new CL.InputLocalOffset()
                        {
                            semantic = "TEXCOORD",
                            source   = "#" + tex2.id,
                            offset   = off++
                        });
                    }
                    trs.input = inputs.ToArray();
                    for (int i = 0; i < dc.Indices.Length; i++)
                    {
                        for (int j = 0; j < idxC; j++)
                        {
                            pRefs.Add(dc.Indices[i]);
                        }
                    }
                    trs.p = string.Join(" ", pRefs.ToArray());
                    items.Add(trs);
                }
                mesh.Items = items.ToArray();
                ex.Geometries.Add(geo);
            }
            return(ex);
        }